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Showing posts with label BOLT ACTION. Show all posts
Showing posts with label BOLT ACTION. Show all posts

Sunday, September 6, 2015

So You're a Platoon Commander! Comparing Chain of Command and Bolt Action


Hi Guys

I've been meaning to do a comparison of these two rule systems for a considerable time but other things just simply get in the way, like other projects (Commissions, my ongoing La Haye Sainte project, painting 100s of Perry Miniatures, and building lots and lots of terrain,..).
Well finally here it is.
Now before I start I just want to say that I'm looking at the two systems through the eyes of a soldier (Artilleryman) of 33 years service (both in a pure training environment and operationally).
Yes, I know they are both 'Games' and playability and pure enjoyment must sit at the top of the list, but some level of realism must in my opinion be evident, otherwise why not simply play Warhammer Fantasy?
I've played about 5 games now of both systems and found both to be enjoyable and challenging.
One system was however MORE challenging, realistic and for me personally, enjoyable.
So let's look at each systems.
BELOW: A Brit Airborne 6 Pdr covering down a road somewhere in Holland.


Bolt Action (BA) is produced by Warlord Games and works on a system where for each Squad (or Section), AFV, Artillery Piece, vehicle or small team (Artillery Observer for example) you and your opponent get one 'Command Die'. All the dice go into a single opaque container and are drawn randomly. As a die comes out the owner of that die can issue 1 of 6 different commands (RUN, ADVANCE, FIRE, AMBUSH, RALLY, DOWN) to his troops as he sees fit. Very suspenseful stuff!

Produced by Too Fat Lardies, Chain Of Command (CoC) works much differently.
Depending on the Quality of your force you get to roll 4 (poor quality) 5 (Regular or standard quality) or 6 (Elite or hardened well trained Veterans).
At the start of your turn you roll your allocated dice.
For each 1 you roll you can activate a small team
For a 2 a Section together with its leader
For a 3 a Section Commander (Leader) with his Section
For a 4 a senior leader such as the Platoon Sergeant, (if you have one) or the Platoon Commander)
A roll of a 5 goes towards building up CoC die, and once you have one of these then there are all sorts of options open to you, like declaring an ambush, interrupting an opponents move, relocating a sniper team, to mention just some.
A 6 is a 'Phasing' Die and let's just say multiple 6s are a good thing.

Pre Game Preparation
In Bolt Action (BA) you select or dice for a scenario, set up and play
In Chain of Command (CoC) you select or dice for a scenario and then enter what is called the 'Patrol Phase'. This is like a mini game within the larger game.
It represents scouts or recon patrols probing ahead of your main force and establishing what is referred to as Jump Off Points (JOP).
It is from these JOPs your troops enter the table, and the loss of which can have catastrophic consequences.
BELOW: CoC at CANCON 2014

Movement
It's a fixed distance in BA.
For example Infantry run 12 inches without firing or 6 inches if the wish to move AND then fire. Terrain will obviously have effects on movement but you KNOW how far your boys will move FOR CERTAIN.
In CoC it's variable, based on moving one D6 if moving tactically, maintaining a low profile for example, (maybe they are leopard crawling or monkey running).
Normal movement is 2D6 or 1 D6 to move AND fire, (or fire and then move)
"At The Double," 3D6 is a pell-mell 'Rush' and pick up some disorder for your trouble!
So in other words each individual Section / Squad will move as they see as appropriate depending on whether or not the Section Commander or Squad Leader has told them to "keep low lads"! or "Move it boys"!
This seems more realistic to me.

Coordinated movement.
In BA you can't really coordinate arms with any real certainty.
Here's an Example:
Let's say one of my dice is drawn. I decide to move my Stug III
Then one of my dice is drawn again so I move my Squad behind the Stug III. Excellent!
But I can only move my Stug III and my squad in the same phase IF I get two Die drawn in succession. If this doesn't happen the insane situation can arise where the Stug roles on down the road, leaving the dim witted infantrymen standing in the middle of a perfect firing lane just begging to be blown away.
Now obviously you can increase your chances to coordinate movement by 'counting the dice' as they come out of the bag, and waiting until you know that you have more dice in the bag than the other guy, but this might never happen (particularly if the bad guys have more dice than you due to being of cheaper 'stock')
BELOW: A PzIII in North Africa

In CoC I can quite easily move my AFV down the road with my supporting infantry section right behind it (for cover) or either side of it (protecting it from enemy with Anti-tank weapons)
And to do this SHOULD be easy.
Example:
It's my phase of turn 2.
I have regular US Armoured Infantry (5 Command Dice)
I roll and get 3, 2, 3, 5, 6
The 6 means next 'Phase' is the Italians (my opponents)
The 5 means I've scored one CoC Die! (Only 5 to go).
I use the one of the 3s to get my SGT to put my MMG 'Team' on Overwatch.
I use the other 3 to order my M4 Sherman tank down the road (the MMG is coving its movement in case any Italian Paratroopers with a Panzerfaust pop up) and I use the 2 to have a Squad of infantry move normally behind the tank.
The infantry might not be right up behind the tank,.. But they won't be simply left 12 inches behind.

Let's look at Ambushing
Ambushes in BA aren't true ambushes.
There's no,..
"Holy cow! Where did they come from"?
In other words they are really just in Overwatch.
The Ambush order in BA still leaves the ambushers in plain sight on the table.
I can see you, and if I can see you I can engage you, therefore you're not 'in ambush'.
There are rules in BA covering 'Hidden Troops', but for reasons I can't quite understand they are still deployed on the table in plain sight.
The bonus for them is it's  virtually impossible to actually hit them if shot at!
They lose that bonus if infantry or Recce vehicles approach within 12 inches or other things happen,....

In CoC a Anti Tank team can suddenly appear literally 'out of nowhere' and attempt to put a shaped charge into the side of your tank!
This is done by utilising a CoC dice (remember,.. Rolling '5's accumulates these and once I have scored six '5's I gain one CoC Die) and deploying a small team anywhere within 12inches of a 'Jump off' point but NOT within 6 inces of enemy infantry (they would have acquired the ambushers within that range).

Consequently I see a Sherman moving across a field within 18 inches of one of my JOP    so I declare I'll stage an ambush! I discard my CoC die and place a Panzerfaust team I've held off table for just such an opportunity. Fritz is placed behind a hedge 3 inches from the Sherman and fires!
In CoC it's not wise to have AFVs moving around unsupported by the foxhounds!
Oh, and you better have some troops in 'Overwatch' covering your armour

Close Air Support
Air support in CoC is something totally random and I'm fine with that.
The forces in play in these Skirmish level games really shouldn't simply call up a P47 Thunderbolt. Sorry,... Those assets are held at Battalion or higher level. Probably DIVISIONAL!
Admittedly your force really could be the tip of the spear and yes, at battalion level the FAC needs to be placed somewhere, but that somewhere is usually Battalion Tac Hq or with a Company Commander and maybe he's been sent off with a platoon,..
In BA you can obtain a FAC. Fair enough

Close combat!
When you go into close combat in BA any 'pin' markers (which simulate the 'Shock' or 'Suppression' troops are enduring) are removed!
ALL of them!
Like a wise section commander you've been working like a demon to win the firefight before committing to the hand to hand stuff but now as the entrenching tools and bayonet work is about to start the enemy suddenly finds his guts and fights!
Everyone is now a hero,...
All the shock you've applied is now for naught,...
Now obviously there is an element of what I've just mentioned (guys throwing up their hands or simply refusing to fight) taking place and the 'results' will be seen in the final outcome of the hand to hand combat.
It's simply abstracted into the results.
Hand to Hand is usually not simultaneous in BA,...
If your unit has been activated and you're in the 'open' then there is little chance you'll be able to fight back as the attacker will mete out his hits before you do. Only if you have some guys still standing can you reply.
I just don't like the fact that unless your defenders are behind an obstacle they don't fight simultaneously with their attackers.
There appears to be more abstraction taking place in BA to simplify the game and that's ok by me. Game design is always a compromise between realism and playability.

In CoC in almost all circumstances both sides fight EXCEPT in the situation where one side has an advantage in combat dice of 4 to 1 or greater.
In that case the weaker side routs immediately in a terrible state of shock!
Otherwise it's brutal and it's possible both participants can be wiped out,.. As it should be.
Close Combat in CoC, (like most things) is slightly more complex than in BA.

Small Arms Firepower:
In CoC a German MG 42 generates 8 dice which is over half the sections Firepower
In BA it generates 4 dice less then half!
That speaks volumes (pardon the pun) about both sets of rules!
In CoC the Machine Gun is king!
Well at least as far as the Germans are concerned. Looking at a German infantry section you soon see that the section is built around the MG34/42.
But looking at a Brit section you see manoeuvre is the name of the game, with the Bren not providing as much punch.
Consequently the Platoon Commander in CoC is better off playing his sections historically.
The German trying to dominate with his excellent LMGs (often by 'Attaching' the Section Commander to the LMG team to add extra dice) and the Brit relying on manoeuvre and the excellent accuracy of the Bren to target specific teams within the enemies forces.
BELOW: German Infantry with PINS or SHOCK

Suppression.
In BA when you score a hit on the enemy, whether it be one hit or several you only inflict 1 pin marker.
To be fair, if you inflict 50% or more casualties you do trigger a 'Do or Die' moral test.
By contrast in CoC you might not cause any actual casualties when you engage an enemy section squad or team but you may inflict so much 'shock' on them they become paralysed or even break in flight!


Tactical Flexibility
In BA you start with Teams or Sections / Squads, (which can be as big or as small as you wish  within certain parameters). During game play you can't form a 'Team' from a 'Section'. For example, a section commander can't order his scouts to move to the intersection and check out that area, or send his Bren team off to a far flank.
Now you could I guess work around this by creating your sections / squads using two dice per squad. That us to say one die for 1 NCO with a SMG and 4 riflemen and another for a LMG team of 1 NCO and 4 men (2 manning a LMG) thus creating your German Squad. In effect 2 dice per section / squad, but that creates other issues and still leaves you with two independent 'teams' that might not be able to coordinate their movement and can't merge and split as the Squad leader desires.
In CoC this is possible. The Section command can splinter of small teams to perform tasks and then reconstitute his section, just as in reality.
As a platoon commander you and your sections have that tactical flexibility in CoC. You don't in BA.

Orbats or 'Lists':
Bolt Action lists look to me like something out of Warhammer 40k.
Seriously, you can 'pick n mix' pretty much to your hearts content.
You don't select historically accurate sections or squads in BA. Rather you 'Purchase' teams of about 5 men (on average I'd say) or teams that you can increase to proper squad strengths. As noted this can create a situation where you could conceivably create a squad or section consisting of 10 men with TWO Command Dice.
Games could well be decided by who can throw together the 'gamyest' order of battle rather than who possessed the best tactical grasp of what's going on.

CoC lists detail the specifics of each platoon type and then give that platoon a force 'Rating' which goes toward indicating what 'Support' options you can choose.
Anything from (for the British Motor Platoon in 1944) a single 'Sticky Bomb' or some barbed wire to a Churchill Crocodile Tank with a Junior Leader!
CoC lists drive you toward historically accurate orders of battle (Orbats) and support options.
Both rules sets allow for some limited 'National Characteristics'.
BELOW:
As viewed through a Periscope, (handy for 'TRUE Line Of Sight' games like CoC and BA)
A Brit Cromwell tank comes undone AND "Don't bunch up boys"!

In summary
Both systems will provide you with an enjoyable challenging game.
Both systems are well supported.
But here's one of my bigger gripes with BA,...
The poorer (points wise cheaper) quality your troops are the more troops (and as a consequence) 'Command dice' you'll get!
This is crazy as it supposes the worse your troops are the more likely you are to gain the initiative.
In CoC the better your troops the more dice you get and the more likely you are to gain the initiative and the better your Command and Control is.
For game balance in CoC the Green Troops will either gain more support options or lessen their opponents support options.

Warlord Games have been churning out plenty of Army Lists and for about $40 a book you can buy them, and they are very nice books indeed with lots of great Osprey Publishing illustrations.
There are lots of podcasts supporting BA also.
Too Fat Lardies also gave done a good job in supporting Chain of Command with two RULES Supplement!
Big CoC focuses on having a Tank or Assault Gun force as the basis of your command and At The Sharp End provides rules for playing a campaign!
There is also three (at this time) mini campaign books:
29 Go,
Kampfgruppe Luck,
And;
Old Hickory.
All army lists are FREE for download from the TFL forum and they have lists covering not just WW2 but also the Spanish Civil War!
There are moves afoot to produce a modern version of CoC called 'Fighting Season' and a WW1 variant is also available.
Both systems provide online video tutorials via YouTube
I HIGHLY recommend you watch both for an excellent introduction to both systems.
Hell. I could simply post both YouTube links and save myself all this writing,...
Here they are (grab a hot chocolate and a Tim Tam or two and enjoy):
Chain Of Command 
and
BOLT ACTION

Bolt Action has a huge following and finding someone to play against in most clubs certainly shouldn't be a challenge.
It's simplicity makes it ideal for introducing people to the period and I myself use BA to introduce youngsters to Wargaming.
If you want to have some fun, push some WW2 soldiers around a table and can live with some oddities then Bolt Action is great!
For me however Chain Of Command is much more challenging and realistic and it truly feels like I'm commanding a WW2 Platoon for only a very slight increase in complexity.
I really appreciate the effort the guys at TFL have gone to produce such a realistic yet elegantly simply system.
From experience I can tell you Chain Of Command is as close as you'll get to the real thing.
Here are some relevant LINKS:
The CoC Forum
Too Fat Lardies
The BA Forum
BOLT ACTION

UPDATE: CoC is on SALE! 20% OFF for Sept 2015
Link here: http://toofatlardies.co.uk/blog/?p=5132

Thursday, February 20, 2014

REVIEW: PERRY WW2 Metal British

Hi Guys
I'll admit it. I'm a PERRY-O-PHILE.
I've never been disappointed be anything the PERRYS produce. I think their plastics are particularly good. Highly detailed, easy to assemble and brilliant value for money. Their latest venture into the Second World War is particularly good, as each box set so far produces a complete Platoon. Coupled with their Metals and you have a very nice range of miniatures.
They decided to enter the WW2 market with troops from the Western Desert theater. An unusual choice one might think, given you're average pimply faced teen only thinks of WW2 starting some time in December 1941 and being fought only in the Pacific and in France with the GIs saving the rest of the free worlds sorry arse.
But the choice the Perrys' have come up with is actually pretty smart. Not only can these 'Desert Rats' (British 8th Army) set be utilized for fighting in the Western Desert of North Africa, but they are suitable for Commonwealth forces fighting in Crete, Sicily, Italy and Singapore, Malaya, Burma, India and also used as Aussies in PNG.
To supplement the Plastic box set they have recently released some metal miniatures but these lads are wearing Battle Dress (BD) trousers in contrast to the plastic soldiers in Shorts.
Naturally I couldn't resist getting some so here is a short review of some of the Metals with a focus on how they compare to the plastics.
I purchased one pack each of codes WW11, WW12 WW13 and WW14. You can see them HERE
The four packs combined give an under strength platoon of two rather than three sections. Not unrealistic at all.
The first thing I noticed when I opened the box of WW13 (infantry charging with fixed bayonets in battle Dress Trousers) was how very fine the bayonets and rifles were. The bayonets in particular were almost bent back upon themselves. Fortunately I was able to bend them back into their correct position without any breakages but one needs to be aware that the rifles and bayonets appear to be rather fragile. I guess this is the price one pays for correctly scaled weapons. 
The poses are (as to be expected) excellent. The Bren Gun Teams from WW12 are my favorites. The set consists of a Bren Gunner, Loader and NCO with a Thompson SMG. The kneeling bren gun team is a real gem with the loader / assistant passing a magazine to the gunner as the NCO gives a target indication. The advancing Bren team is also lovely, the the assistant being depicted with a bandoleer of Mags draped over his shoulder and a very determined looking Bren gunner leading the way firing from the hip
Casting was excellent with only some minor flash. One or two figures from  packs WW13 and 14 did have mold lines across the helmets, but these are easily fixed with a scalpel and or file.
Most importantly the metals fit in perfectly with the plastics. Mixing the metals and plastics will not be an issue at all.
As you can see from the photos I posed the metals on plasticard to compensate for the Plastics being mounted on the bases that the come with in the box set.
Fortunately the PERRYS have made the 20mm round plastic bases that come with their box sets available as for purchase. SEE THEM HERE



I would HIGHLY recommend these metal additions to the PERRYS' WW2 British range. They are quite simply beautiful miniatures.
Cheers

Tuesday, November 26, 2013

Express Miniatures: A painting Service review

ABOVE:"HUZZAH"! Prussian Hussars to be sure, 2nd Silesian.
BELOW: The same Hussars, but from a different angle.
Hi Everyone
Recently I heard a new painting service was operating here in Australia, so always keen to support the local 'Wargaming' community I thought I should send some miniatures off to the new venture to be painted.
I came to know of EXPRESS MINIATURES via The Miniature Page (TMP). I sent Kurt a email and soon had five 12 figure Squadrons of Prussian 18mm AB Miniatures Prussian Cavalry on their way to him. I also sent of twenty BOLT ACTION 28mm World War Two Germans and twenty BOLT ACTION 28mm World War Two  US ARMY GIs to be assembled and painted. I also requested that they all be based and flocked so that essentially they were 'Ready to play' as soon as they arrived.
BELOW: Two Squadrons of Prussian Landwehr Cavalry, 1st Kurmark and 1st East Prussian
As a rule I rate Painting Services on four criteria. These being Painting (this includes assembly, basing and flocking if requested), Value For Money, Customer Service and Packaging.
So how did Express Miniature Fair?
PAINTING: The miniatures were well painted. Neat with subtle highlights and shading. I like my troops to have that 'On campaign' look about them, and Kurt asked me if I wanted my lads looking as if they were just off the parade ground or had been doing some hard marching.
I didn't need to provide uniform references, (which is very convenient). I was particularly please with the basing and flocking however I do like my base edges (I mean the very sides) to be clean and free from any marks. Some of the bases had brown marls on them, detracting from the otherwise 'neat' black edges.
Assembly of the 28mm plastic Bolt Action Germans and Americans was good. I won't say excellent as their were subtle issues to do with positioning of weapons and or hands that I as a professional soldier picked up on as 'odd'. I'm being highly critical it's fair to say.

ABOVE: Prussian Landwehr at ease. 1st Squadron, East Prussia

VALUE FOR MONEY: I would rate Kurt's painting somewhere between 'Collector' and 'Showcase' quality. For example he charges $6.00 for a mounted figure, ($6.50 for Hussars). Given the savings on not having to send the miniatures overseas the charges are pretty darn reasonable. All in all I'd suggest that Express Miniatures are reasonable to good value for money. Convenience is a big factor here as I live in Australia and posting miniatures overseas for painting can be expensive and stressful, (Will they arrive ok? Will they return ok?).

CUSTOMER SERVICE: Quite simply this was excellent. I was always kept informed in regards to progress, and provided photos to comment on. For example I was sent a photo of the BOLT ACTION GIs and I wasn't really happy with the colour of their trouser, (too dark). This was quickly addressed and a new photo was sent within 24 hours for my comment.
Kurt even returned the miniatures to me personally.
Consequently I cant comment on PACKAGING as like I said, they were hand delivered.

BELOW: 1st Squadron, Pomerania.
You can see more photos and get some commentary on how these miniatures were painted and based right from the horses mouth so to speak HERE 

BELOW: The BOLT ACTION 28mm Plastic Germans.

BELOW: The BOLT ACTION 28mm Plastic American GIs

In summary I would recommend EXPRESS MINIATURES to anyone who wants their miniatures painted to a high standard for a reasonable price.
Cheers
Trailape Out!